Posts tagged ‘space travel’

Travel and distances (5/5): putting it all together

The previous posts in the series explained the basic elements of distance and trajectory computations in the Legacy Worlds Beta 6 universe; this final post about travel and distances puts these elements together, explaining how and when they apply.

Indeed, while players will get the final say about their fleets’ trajectories, some details remain to be explained. In addition, many other elements of the game use the travel rules (e.g. mining operations or trade); in these cases, the various computations are applied behind the scenes, without any intervention from the player.

Continue reading ‘Travel and distances (5/5): putting it all together’ »

Travel and distances (4/5): interstellar travel

The previous posts in this series discussed generalities, stellar systems and special objects such as nebulae. The last element that needs to be considered to describe travel in the Legacy Worlds universe is actual interstellar travel.

Because of the structure of the universe in the new version, it is impossible to describe interstellar travel as simply as it was in Beta 5. It is impossible to fly through some of the map’s areas, while Beta 5 made sure that it was always possible to get from one point to another without passing through something that wasn’t reachable. In addition, the new version will allow players to use waypoints when determining a fleet’s trajectory; because that is possible, it is only logical that the game can propose optimal trajectories to the player. Finally, a lot of computations depend on the distance between two points - these computations should always use the best possible route.

Continue reading ‘Travel and distances (4/5): interstellar travel’ »

Travel and distances (3/5) : special objects

While the first post discussed generalities and the second post discussed travel and distances within stellar systems, this third post about travel and in-game distances will describes the structures associated with other, “special” objects which can be found in one of the universe’s layers - namely black holes, nebulae and supergates.

Continue reading ‘Travel and distances (3/5) : special objects’ »

Travel and distances (2/5) : stellar systems

In the previous post about travel and distances, we discussed the generalities about travel in the Legacy Worlds universe. This new post in the series describes the structure of stellar systems and the travel rules that apply.

Stellar systems have two “levels” of structure. First there is a general structure, common to all stellar systems; this level includes the Oort cloud and the locations of the various “orbits”. The second level is specific to what can be found at a given orbit: life-supporting planet, planetary remains, gas giant, asteroid belt or, well, nothingness.

Continue reading ‘Travel and distances (2/5) : stellar systems’ »

Travel and distances (1/5) : basics

Many types of objects in Legacy Worlds Beta 6 will have to travel the universe from one point to another. While this set obviously includes ships, many other elements such as probes, resource extractors or migrating populations will need to travel.

It is therefore necessary to write rules regarding the method used to travel from one location to another, and the distance it corresponds to. In order to do that, the different modes available have to be clearly defined, and the geography of the universe must be described more precisely than the vague definition we posted here earlier. Continue reading ‘Travel and distances (1/5) : basics’ »

Space-time drilling

Space-time drilling is a technology allowing an alliance to bypass the standard fleet movements rules by jumping to a layer directly without having to go through supergates (it doesn’t allow players to jump to a different protection level tho).

While this very powerful technology has quite a few inconvenients (it costs a lot and presents a variety of risks), it gives an alliance the ability to attack an alliance located on another layer without having to go through potentially dozens of supergates, which can be quite a lengthy process and could alert the target before it’s too late if the fleets are detected on their way.

Continue reading ‘Space-time drilling’ »